Valve's Steam Controller is a funny-looking thing—an owl-like game pad with dual trackpads instead of analog sticks. It pairs with Valve's free SteamOS and whatever living room PC it's installed on as a solution to the clumsiness of using a mouse and keyboard on the couch. In a new video demonstration, Valve does its best to convince us that Steam Controller really offers a level of control comparable to our traditional instruments of gaming.

First we see Portal 2, which demonstrates that—unlike analog sticks—the trackpads can be configured for 1-to-1 control. "Directly move your thumb a fixed amount of distance on the pad, and the view will correspond to the fixed amount of distance," says Hardware Engineer Jeff Bellinghausen. Meanwhile, he says, the left trackpad has been configured as a D-pad to simulate WASD.

Later in the video, Bellinghausen plays Counter-Strike: Global Offensive with great accuracy, though his aiming looks a bit slower than it might have been with a mouse—obviously, we'd need to see a comparison video of him playing with a mouse to know for sure. Civilization V and Papers, Please also demonstrate how accurate the trackpad is for mouse-based games.

It looks like it works—not just like a mouse, but like something more accurate and responsive than analog sticks. Trying to move a mouse pointer around with velocity-based control is miserable, and this doesn't look miserable. Seeing isn't believing—we need to feel this thing in our hands to judge it—but it does build confidence, and Valve will be posting updates like this "frequently."

Valve are up to their old tricks again, concealing tasty teasers in otherwise unrelated blog posts. I like to think of it as Lazy ARG-ing. Bigger announcements would get a scrambled HTML comment that decoded into a website, containing an mp3 that, when run through a spectrograph analyser, would create a map pointing to an abandoned shack in the outer Hebrides, containing a switch that activated thousands of lasers that combined to broadcast a message on the moon. This, the first taste of the GLaDOS announcement pack for Dota 2, gets a hidden link in a full stop.

Right at the bottom of the Dota 2 blog's International 2013 round-up post, underneath a picture of GLaDOS voice actor Ellen McLain, and at the end of the very last sentence, the full stop that closes the whole thing off links to an mp3 of one of the AI's announcements. Here's an embeddable mirror of the line, courtesy of Reddit:

Dammit guys, we've been pronouncing it wrong this whole time!

During The International, McLain revealed that a GLaDOS pack was being made. This brief sample shows that work on the new lines has already begun. So far, no date has been given for the announcement pack's release.

Nothing says “indie” quite like breaking down the walls of copyright and adding a bunch of characters from games you had no hand in making. And wouldn’t you know it, Gaijin Games is doing just that with their cardiovascular improvement simulator, BIT.TRIP Presents: Runner2: Future Legend of Rhythm Alien or "Runner 2" for those who need to work on their lung capacity.

We’re a little bummed that the DLC doesn’t offer new levels of some kind, but it’s hard to complain about anything when it’s a paltry $3, which, as developer Dant Rambo notes, is less than "a bag of hot dog chips." Still, here’s hoping we get some new levels to break in this new cast somewhere in the near future. In the meantime, why don't you watch these character introductions narrated by none other than Charles Martinet, aka, the voice of Mario. Yes, that Mario.

A Steam news note announces the arrival of an updated version of Valve's software development kit, which grants "support for Mac OS X and Linux to mod developers" and adds "the ability for virtual reality support in your mod." Yes, expect to see a wealth of Oculus Rift mods heading to a Source game near you. Ricochet with Oculus Rift support! The dream lives.

There have been other alterations, too. The source code is now up on github and a tweak to the license agreement allows users to share modified versions of the kit for free. If you're interested in making mods, the Valve Developer Community wiki is a good place to learn.

VR is the talk of the town at the moment, with the Rift's impressive showings at Eve Fanfest and E3. You can keep up with the latest VR news here.

Just as promised, Steam Trading Cards is now live. The virtual cards can be earned by playing participating games on Steam, trading with other users, or buying on the Steam Marketplace. Complete a set to create a badge, earn rewards and XP, and level up. The user with the highest Steam level at the end of the year gets to high five Gabe Newell while announcing Half-Life 3. In space.

In other true facts, I'm already hearing from users playing the Steam marketplace to profit off the cards' initial popularity. One user I spoke to has been buying low and selling high to pad his Steam wallet, even creating scarcity by buying up low-value cards in quantity. I'll keep an eye on marketplace prices as more users start trading the collectibles.

I was hoping to find a good deal on a 1952 Mickey Mantle card, but unfortunately, baseball isn't a participating game. You can see which of the games you own are participating here.

When Portal 2 was announced, the news dropped through an elaborate scavenger hunt puzzle that sent thousands of players crawling all over the internet. Years later, we finally get to see some of the work that went into making that alternate reality game, as told by celebrated Half-Life modder (now Valve employee) Adam Foster in a blog post at Gamasutra.

Foster, one of the designers of the ARG puzzle from Valve, describes the elaborate trail of puzzles that the Portal-playing community was able to decipher. It began with a seemingly mundane game update for Portal 1: “changed radio transmission frequency to comply with federal and state spectrum management regulations.” That update changed the radios found throughout Portal into Morse Code-dispensers. The code was deciphered into slow-scan television images. Somehow—my knowledge of information theory and cryptography ran dry a paragraph ago—these images were combined into an elaborate code, which was then hacked. Remember: none of us is as smart as all of us.

The result? A phone number to an ancient modem in Foster’s kitchen that slowly drip-fed Portal 2 concept art to announce the game to the world. The ARG team at Valve did a fun thing with no budget, and it caught the attention of the world’s games media. It was also an intricately designed puzzle that, despite a few false positives, played out exactly as Valve designed. As Foster writes, “Estimated time to 'solve' the initial puzzles: seven hours. Actual time to solve: seven hours and sixteen minutes. This wasn't an accident.”

We are all just puppets dancing on Gabe Newell’s strings, aren't we? Check out the full blog post from Foster for a lot of fascinating details about ARGs and the devious geniuses at Valve.

If you don't have beta participation turned on in your Steam settings, go do that so you can start collecting trading cards, earning XP, and leveling up. Yup, Steam just got gamified.

The games participating in the Trading Cards beta are Don't Starve, Dota 2, Counter-Strike: Global Offensive, Team Fortress 2, Portal 2, and Half-Life 2, and "up to half the card set" for each can be earned by playing them. The other half of each set is "earned through your collecting prowess," which presumably means trading with Steam users who got different drops.

Once you collect a complete set, you'll be able to craft a game badge which will appear on your profile and unlock "marketable items like emoticons, profile backgrounds, and coupons." Badges can be leveled up by collecting the required trading cards again, and all badges—including any you already have—now give you XP which contributes to your "Steam Level." Leveling up has its own benefits, awarding you "non-tradable items like profile showcases, extra friends list slots, and more."

Now that playing games on Steam is a game, are you bothered that someone out there is already beating you? If so, the PC Gamer Steam group may be a good place to start looking for trades.

Join the Steam Trading Cards group on Steam to score a beta invite so you can start collecting trading cards, earning XP, and leveling up—yup, Steam just got gamified.

The games participating in the Trading Cards beta are Don't Starve, Dota 2, Counter-Strike: Global Offensive, Team Fortress 2, Portal 2, and Half-Life 2, and up to half of the new virtual trading cards for each can be earned by playing them. The other half of each set is earned "through your collecting prowess," which presumably means trading with Steam users who got different drops.

Once you collect a complete set, you'll be able to craft a game badge which will appear on your profile and unlock "marketable items like emoticons, profile backgrounds, and coupons." Badges can be leveled up by collecting the required trading cards again, and all badges—including any you already have—now give you XP which contributes to your "Steam Level." Leveling up has its own benefits, awarding you "non-tradable items like profile showcases, extra friends list slots, and more."

Now that playing games on Steam is a game, are you bothered that someone out there is already beating you? If so, the PC Gamer Steam group may be a good place to start looking for trades.

There may come a day when preparing for the next chapter of a Left 4 Dead game will include wiping down your sweaty palms and taking a deep, deep breath. If you don’t, the zombies will get faster.

In remarks during the 2013 NeuroGaming Conference and Expo (via VentureBeat), Valve’s in-house experimental psychologist—Wait, hold on. Did you know that Valve employs an experimental psychologist? I wonder if he has lunch sometimes with the economist.

Anyway, Valve’s in-house mad scientist, Mike Ambinder, discussed experiments where players’ overall nervousness and agitation were measured, in part by recording sweatiness. If players began to show signs of nervousness or fear, the game would speed up. This new control scheme—mouse, keyboard, sweat-measuring skin pads—added another way for the player to interact with the game. Shoot zombie, reload pistols, keep calm. Signal for rescue, throw molotov, keep calm.

Ambinder also described other experiments in game design and biofeedback—which Valve has been talking about for a few years—including a version of Portal 2 that was played via eye tracking. Exploring the next generation of possible gaming inputs shows once again that Valve continues to operate, and plan, on a whole different level.

So good for you, Mike Ambinder. Just stay away from the mega-baboon hearts and everything will work out just fine.